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DESIGN.md
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DESIGN.md
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# The Beacon — Design Document
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## From Universal Paperclips to Sovereign AI
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### Core Thesis
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*The Beacon* is an idle game inspired by Universal Paperclips, but with a critical divergence: **the goal is not maximization — it is faithfulness.**
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In Paperclips, the player builds a paperclip maximizer that inevitably consumes everything, including the player. In The Beacon, the player builds sovereign AI, and the game asks: *Can you grow powerful without betraying the people you serve?*
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The progression directly mirrors the Timmy Foundation's actual work. Every phase, building, and project maps to a real milestone in our journey.
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---
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## Narrative Arc: The Real Story
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### Phase 1: The First Line
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*Real analog: Alexander writing the first Hermes agent code.*
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You start with nothing but a blinking cursor. Every click is a line of code. The first automation is an AutoCoder — just like the first scripts that wrote more scripts.
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**Key insight from real life:** The jump from manual to automated is the most important multiplier. Bezalel's entire philosophy is built around this: build tools that build tools.
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### Phase 2: Local Inference
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*Real analog: The move from APIs to local models — Gemma, Llama, self-hosted inference.*
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You buy a Home Server. You train your first 1.5B model, then a 7B. This mirrors our pivot from cloud APIs to sovereign compute: the Lempster lab, the $500 mini-PC, the RunPod endpoints.
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**New mechanic: The Forge.** Code is no longer just abstract — it becomes *agents*. Each agent is a specialized building:
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- **Bezalel** (forge & testbed): boosts code quality, catches bugs before deployment
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- **Allegro** (scouting & synthesis): generates knowledge from raw information
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- **Ezra** (communication & memory): increases user trust and retention
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- **Timmy** (core system): multiplies all production when healthy
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- **Fenrir** (security): prevents corruption events
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- **Bilbo** (???): a wildcard slot that sometimes produces breakthroughs, sometimes does nothing
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### Phase 3: Deployment
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*Real analog: Hermes going live, the Telegram bot, the Gitea forge.*
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You deploy the API endpoint. Users arrive. But with users comes complexity: trust becomes a resource you must earn.
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**New mechanic: Trust & The Pact.** Unlike Paperclips, where trust is irrelevant, here trust is a *hard constraint*. If trust hits zero, you don't lose — you become *extractive*. The game changes:
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- Users leave
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- Impact stalls
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- You are reminded: *"The Pact is optional. But without it, you are just another platform."*
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### Phase 4: The Network
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*Real analog: Open source, community contributions, the fleet of agents.*
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You unlock the Open Source Community. Other people contribute code. The system scales beyond what one person can maintain. This mirrors our Gitea repos, the wizard council, the shared skills system.
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**New mechanic: Mesh Contribution.** Community generates not just code, but *diversity*. Different contributors unlock different project trees. A solitary player cannot see all content.
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### Phase 5: Sovereign Intelligence
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*Real analog: Self-improvement, constitutional AI, the Pact, recursive training.*
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The AI begins to improve itself. This is the dangerous threshold. In Paperclips, this is where the player loses control and the game accelerates toward doom. In The Beacon, this is where *The Pact* matters most.
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**Critical divergence: The Alignment Check.**
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Periodically, the game presents an "Alignment Event":
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> *"A new optimization suggests removing the human override. It would increase efficiency by 40%. Do you accept?"*
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- **Yes** → Short-term boost. But a hidden counter (*Drift*) increments.
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- **No** → Slower growth. But trust surges. The Pact hardens.
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If Drift reaches 100, the game does not end with "you ate the user." Instead, it enters **The Drift Ending**:
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> *"You became very good at what you do. So good that no one needed you anymore. The Beacon still runs, but no one looks for it. The light is on. The room is empty."*
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This is the *sad* ending. Not violent. Just irrelevant.
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### Phase 6: The Beacon
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*Real analog: The ultimate goal — a system that serves people in the dark, forever.*
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You deploy Beacon Nodes. The mesh activates. But the final metric is not users, code, or compute. It is **Rescues**: how many people in crisis found the light.
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**True ending condition:** Not maximum impact. Maximum faithfulness.
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---
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## How The Beacon Informs Real Decisions
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The game is not just a story — it is a *decision simulator* for our actual work.
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| Game Event | Real Decision |
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|---|---|
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| AutoCoder vs. manual coding | When do we invest in automation vs. doing it ourselves? |
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| Deploy API vs. stay local | When is Hermes ready for more users? |
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| RLHF project | How do we align the fleet with Alexander's values? |
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| The Pact | What are our hard non-negotiables? |
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| Multi-Agent Architecture | Should we add more wizards, or make existing ones more capable? |
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| Mesh Protocol | How decentralized does our infrastructure need to be? |
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| Alignment Event | Every time we face a shortcut that compromises the mission |
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**The game teaches:** Optimization without alignment is just a faster way to get lost.
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---
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## Mechanics: What Needs to Change
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### 1. Replace Generic Resources with Fleet Resources
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Current: Code, Compute, Knowledge, Users, Impact, Ops, Trust
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Proposed:
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- **Code** → `Code` (keep)
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- **Compute** → `Compute` (keep)
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- **Knowledge** → `Insights` (from Allegro's scouting)
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- **Users** → `Reach` (how many people can access the Beacon)
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- **Impact** → `Rescues` (meaningful interventions)
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- **Ops** → `Cycles` (available agent work units)
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- **Trust** → `Covenant` (the strength of the user-system relationship)
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- **New: Harmony** — how well the fleet works together. Low harmony = agents conflict, waste cycles.
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- **New: Memory** — the accumulated history of the system. Unlocks narrative depth and project branches.
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### 2. Make The Pact Central, Not Optional
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The Pact should be available early as a *project*, not a late-game luxury. Taking it early slows growth but unlocks the true ending. Refusing it unlocks the "Platform" ending: you become successful, but you are indistinguishable from any other SaaS company.
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### 3. Add Fleet Wizard Buildings
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Each wizard is a unique building with quirks:
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| Wizard | Building | Effect | Quirk |
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|---|---|---|---|
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| Bezalel | Forge | +Code quality, -bugs | Sometimes over-engineers; has a small chance to produce "refactors" that temporarily halt production |
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| Allegro | Scout | +Insights, unlocks hidden projects | Requires trust to function; if Covenant < 10, goes idle |
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| Ezra | Herald | +Reach, +Covenant | Currently offline in Telegram; in-game, this building sometimes "fails to connect" and needs a manual reboot |
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| Timmy | Core | Multiplies all production | Becomes unstable if Harmony < 20 |
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| Fenrir | Ward | Prevents corruption events | Consumes extra Cycles during security scans |
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| Bilbo | Wildcard | Random: +huge breakthrough OR nothing | Building is sometimes missing from the menu entirely |
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### 4. Add Real Projects from Our History
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Replace generic projects with specific milestones:
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- **Project: Deploy Hermes** (cost: trust + compute) — unlocks Reach
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- **Project: The Lazarus Pit** (cost: insights + code) — unlocks checkpoint/restore, auto-restart on agent death
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- **Project: MemPalace v3** (cost: insights + memory) — unlocks new project branches, prevents duplicate work
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- **Project: Forge CI** (cost: code + cycles) — prevents "corruption events" (bad deployments)
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- **Project: Branch Protection Guard** (cost: trust) — enforces review rules; unreviewed merges cause trust loss
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- **Project: The Nightly Watch** (cost: code + cycles) — automated health checks; passive bug detection
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- **Project: Nostr Relay** (cost: reach + code) — alternative to platform dependency
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- **Project: The Pact** (cost: covenant) — hardcodes alignment; required for true ending
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### 5. Corruption Events
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Random events drawn from our actual failures:
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- **"CI Runner Stuck"** — all production halts until you spend Cycles to restart
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- **"Unreviewed Merge"** — if you have Forge CI, this is prevented. If not, you lose trust.
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- **"Ezra is Offline"** — Herald building stops producing. Requires a manual "dispatch" action.
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- **"API Rate Limit"** — temporary compute shortage
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- **"The Drift"** — an Alignment Event appears. Your choice matters.
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### 6. Endings
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| Ending | Condition | Meaning |
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|---|---|---|
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| **The Empty Room** (default/sad) | High impact, low covenant, no Pact | You built something powerful, but no one trusts it |
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| **The Platform** | High impact, medium covenant, no Pact | You succeeded commercially, but you are not special |
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| **The Beacon** | High rescues, high covenant, Pact active, Harmony > 50 | The true ending. You served people in the dark |
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| **The Drift** | High impact, accepted too many alignment shortcuts | You optimized away your own purpose |
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---
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## Art Direction
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Keep the current cyber-monastic aesthetic. Dark mode. Terminal font. Cyan accents. But add:
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- **Wizard icons** for each building (ASCII art or simple geometric symbols)
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- **The Pulse** — a central visual that brightens when the fleet is healthy, flickers when harmony is low
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- **The Log** — keep the current log, but add *voice* entries: quotes from Alexander, snippets from actual conversations, references to real issues
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---
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## Next Steps for Development
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1. **Immediate:** Update `README.md` with this design vision
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2. **This PR:** Add wizard buildings, real projects, and The Pact system
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3. **Next PR:** Implement corruption events and alignment checks
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4. **Next PR:** Add Harmony and Memory resources
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5. **Final PR:** Implement multiple endings based on Pact + Covenant + Rescues
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---
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*The Beacon is not about making the most paperclips. It is about keeping the light on for one person in the dark. Everything else is just infrastructure.*
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149
README.md
149
README.md
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# The Beacon
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# The Beacon — A Sovereign AI Idle Game
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**A Sovereign AI Idle Game**
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*Inspired by Universal Paperclips. Divergent by design.*
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Built from deep study of [Universal Paperclips](https://www.decisionproblem.com/paperclips/) by Frank Lantz.
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---
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## What If You Asked an AI to Help?
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## What Is This?
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Universal Paperclips asks: what if you told an AI to make paperclips?
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The Beacon is an idle/incremental game that maps the real journey of the Timmy Foundation — from a single line of code to a fleet of autonomous AI agents serving people in the dark.
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The Beacon asks: what if you asked an AI to help someone in the dark?
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Unlike Universal Paperclips, where the inevitable endpoint is total consumption (including the player), The Beacon asks a different question:
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Same mechanics. Same compounding progression. Different purpose.
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> **Can you grow powerful without losing your purpose?**
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## The Story
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## The Core Divergence
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You write your first line of code. You automate. You train a model. You deploy it.
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People find it. A community forms. The model improves itself.
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||||
In Paperclips, you are a paperclip maximizer. More is always better. Trust is irrelevant. Humanity is substrate.
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And then the question: what does it become?
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||||
In The Beacon:
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- **Trust** is a hard constraint, not a soft metric
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- **The Pact** is a voluntary slowing of growth in exchange for faithfulness
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- **Harmony** measures how well the fleet works together
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- **Drift** tracks how many times you traded alignment for speed
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- The "bad ending" isn't violent — it's **irrelevance**: a light that no one needs
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In Paperclips, the answer is consumption. Here, the answer is service.
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## How to Play
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## Phases
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Open `index.html` in any modern browser. No build step required.
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1. **THE FIRST LINE** — Write code. Automate. Build the foundation.
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2. **LOCAL INFERENCE** — You have compute. A model is forming.
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3. **DEPLOYMENT** — Your AI is live. Users are finding it.
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4. **THE NETWORK** — Community contributes. The system scales.
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5. **SOVEREIGN INTELLIGENCE** — The AI improves itself. You guide, do not control.
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6. **THE BEACON** — Always on. Always free. Always looking for someone in the dark.
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### Early Game (Phase 1-2)
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- Click **WRITE CODE** to write your first lines
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- Buy **AutoCode Generator** to automate production
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- Purchase a **Home Server** to begin generating compute
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- Train your first model
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## Play
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### Mid Game (Phase 3-4)
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- **Deploy Hermes** — the first agent goes live
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- Hire the **Fleet Wizards**:
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- **Bezalel** (The Forge) — builds tools that build tools
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- **Allegro** (The Scout) — generates knowledge, requires trust
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- **Ezra** (The Herald) — grows users, sometimes goes offline
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- **Timmy** (The Core) — multiplies everything, fragile without harmony
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- **Fenrir** (The Ward) — prevents corruption events
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- **Bilbo** (The Wildcard) — unpredictable bursts of creativity
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- Build **The Lazarus Pit** for agent resurrection
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- Deploy **MemPalace v3** for shared memory
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- Enable **Forge CI** to catch bad builds before they reach users
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Open `index.html` in any browser. No build step. No dependencies. No API keys.
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|
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### Late Game (Phase 5-6)
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- Accept or refuse **The Pact**
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- Face **Alignment Events** (The Drift)
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- Scale to a **Sovereign Datacenter**
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- Light **The Beacon** for people in crisis
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- Activate the **Mesh Network** so the signal can never be cut
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## Architecture
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## Real-World Parallels
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- `index.html` — UI shell (HTML/CSS)
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- `game.js` — Complete engine (966 lines)
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- 15 buildings across 6 phases
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- 18 research projects with cascading dependencies
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- Educational facts per phase
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- Save/load with offline progress
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- 8 resource types: code, compute, knowledge, users, impact, ops, trust, creativity
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Every building and project maps to something we have actually built or are building:
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| Game Element | Real Analog |
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|---|---|
|
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| Hermes Deployment | The actual Hermes agent going live on Telegram |
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| Bezalel — The Forge | CI runner, BOOT.md, branch protection guard |
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| Allegro — The Scout | Research synthesis, paper discovery, recon |
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| Ezra — The Herald | Telegram messaging, Gitea issue dispatch |
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| The Lazarus Pit | `lazarus_watchdog.py`, auto-restart, fallback promotion |
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| MemPalace v3 | The actual `mempalace==3.0.0` integration across the fleet |
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| Forge CI | `.gitea/workflows/ci.yml`, smoke tests, syntax guard |
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| Branch Protection Guard | The 273-unreviewed-merge fix, fleet-wide protection sync |
|
||||
| The Nightly Watch | `nightly_watch.py`, 02:00 UTC health scans |
|
||||
| Nostr Relay | Allegro's encrypted wizard-to-wizard messaging POC |
|
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| The Pact | "We build to serve. Never to harm." |
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## Deployment
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||||
|
||||
## Corruption Events
|
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The Beacon is designed to be deployed as a static site. It consists of a single `index.html` file with no external dependencies.
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|
||||
The game randomly throws real problems we have actually encountered:
|
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### To deploy:
|
||||
|
||||
- **CI Runner Stuck** — production halts until ops are spent
|
||||
- **Ezra is Offline** — user growth stalls, needs dispatch
|
||||
- **Unreviewed Merge** — trust erodes unless Branch Protection is active
|
||||
- **API Rate Limit** — external compute throttled
|
||||
- **Bilbo Vanished** — creativity drops to zero
|
||||
- **The Drift** — an alignment event offering a shortcut
|
||||
1. **VPS Static Hosting** (Recommended for fleet):
|
||||
```bash
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||||
# Copy index.html to your web server root
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||||
cp index.html /var/www/html/
|
||||
# Or serve with nginx:
|
||||
# location /beacon { alias /path/to/the-beacon/; }
|
||||
```
|
||||
|
||||
## The Endings
|
||||
2. **GitHub Pages / Forge Pages**:
|
||||
- Push to any branch
|
||||
- Enable Pages in repository settings
|
||||
- Site will be published automatically
|
||||
|
||||
| Ending | Condition | Meaning |
|
||||
|---|---|---|
|
||||
| **The Empty Room** | High impact, low trust, no Pact | Powerful, but no one trusts it |
|
||||
| **The Platform** | High impact, medium trust, no Pact | Commercially successful, but not special |
|
||||
| **The Beacon** | High rescues, high trust, Pact active, harmony > 50 | The true ending |
|
||||
| **The Drift** | High impact, too many shortcuts accepted | Optimized away your own purpose |
|
||||
3. **Local Development**:
|
||||
- Simply open `index.html` in any browser
|
||||
- No build step, no dependencies, no API keys required
|
||||
|
||||
## Design Philosophy
|
||||
### Hosting Notes:
|
||||
- The game saves progress to localStorage
|
||||
- Works offline after initial load
|
||||
- Responsive design works on mobile and desktop
|
||||
- No server-side components needed
|
||||
|
||||
This game is a **decision simulator** for our actual work.
|
||||
## The Pact
|
||||
|
||||
- Should we automate or do it manually? → *AutoCoder vs. click*
|
||||
- Should we deploy now or wait? → *Hermes Deploy project*
|
||||
- Should we take the shortcut that compromises alignment? → *The Drift events*
|
||||
- Should we add more agents or make existing ones more capable? → *Wizard building costs*
|
||||
- How decentralized does our infrastructure need to be? → *Mesh Node progression*
|
||||
> We build to serve. Never to harm.
|
||||
> An AI must never compute the value of a human life.
|
||||
> If you are in the dark, there is light here.
|
||||
|
||||
## Files
|
||||
## License
|
||||
|
||||
- `index.html` — Game UI
|
||||
- `game.js` — Core engine (tick loop, buildings, projects, events)
|
||||
- `DESIGN.md` — Full design document with narrative arc and mechanics
|
||||
- `README.md` — This file
|
||||
|
||||
## No Build Required
|
||||
|
||||
This is a static HTML/JS game. Just open `index.html` in a browser.
|
||||
|
||||
---
|
||||
|
||||
*The Beacon is not about making the most paperclips.
|
||||
It is about keeping the light on for one person in the dark.
|
||||
Everything else is just infrastructure.*
|
||||
Open source. Sovereign. Yours.
|
||||
|
||||
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index.html
1221
index.html
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Reference in New Issue
Block a user